Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. (Turning Check d20 +8; can turn 24 times a day)
Good Domain: You cast good spells at +1 caster level.
Protection Domain You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Detect Magic: Detects spells and magic items within 60 ft. Light: Object shines like a torch. Guidance +1 on one attack roll, saving throw, or skill check. Virtue Subject gains 1 temporary hp. Purify Food/Drink Purifies 1 cu. ft./level of food or water. (11 cu. ft.) Mending Makes minor repairs on an object.
1st Level (5 + 1)
Comprehend Languages: You understand all spoken and written languages. Obscuring Mist: Fog surrounds you. Shield of Faith: Aura grants +2 or higher deflection bonus. Divine Favor: You gain +1 per three levels on attack and damage rolls. (+3) Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. (2 subjects) Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2nd Level Spells (4 + 1)
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. (11 minutes) Gentle Repose: Preserves one corpse. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Shield Other: You take half of subject’s damage.
3rd Level Spells (4 + 1) Invisibility Purge: Dispels invisibility within 5 ft./level. (55 feet) Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. Summon Monster III: Calls extraplanar creature to fight for you. Remove Curse: Frees object or person from curse. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. (1 hour and twenty minutes)
4th Level Spells (3 + 1) Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Restoration: Restores level and ability score drains. Summon Monster IV: Calls extraplanar creature to fight for you. Holy Smite: Damages and blinds evil creatures.
5th Level Spells (2 + 1) Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification Dispel Evil: +4 bonus against attacks by evil creatures.
6th Level Spells (1 + 1) Heal Heal: Cures 10 points/level of damage, all diseases and mental conditions. Antimagic Field: Negates magic within 10 ft.
[BONUSES]
Date: 2016-03-13 10:20 pm (UTC)Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. (Turning Check d20 +8; can turn 24 times a day)
Good Domain: You cast good spells at +1 caster level.
Protection Domain You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
ITALY MISSION
Date: 2016-03-13 10:52 pm (UTC)Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Guidance +1 on one attack roll, saving throw, or skill check.
Virtue Subject gains 1 temporary hp.
Purify Food/Drink Purifies 1 cu. ft./level of food or water. (11 cu. ft.)
Mending Makes minor repairs on an object.
1st Level (5 + 1)
Comprehend Languages: You understand all spoken and written languages.
Obscuring Mist: Fog surrounds you.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Divine Favor: You gain +1 per three levels on attack and damage rolls. (+3)
Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. (2 subjects)
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2nd Level Spells (4 + 1)
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. (11 minutes)
Gentle Repose: Preserves one corpse.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Shield Other: You take half of subject’s damage.
3rd Level Spells (4 + 1)
Invisibility Purge: Dispels invisibility within 5 ft./level. (55 feet)
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Summon Monster III: Calls extraplanar creature to fight for you.
Remove Curse: Frees object or person from curse.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. (1 hour and twenty minutes)
4th Level Spells (3 + 1)
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Restoration: Restores level and ability score drains.
Summon Monster IV: Calls extraplanar creature to fight for you.
Holy Smite: Damages and blinds evil creatures.
5th Level Spells (2 + 1)
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification
Dispel Evil: +4 bonus against attacks by evil creatures.
6th Level Spells (1 + 1)
Heal Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Antimagic Field: Negates magic within 10 ft.